With rebound collossoil can avoid using a berry as an item to cure status, it also takes any prediction out the equation from using magic coat as well as an extra move slot.

Life orb ensures kills, leftovers would be doing nothing half the time.

fake out stops fast sashed taunters from getting stealth rock + 1 attack off, now they only get stealth rocks up, if they taunt they don't get anything up.

earthquake and crunch are powerful stab moves, pursuit is optional and still gets stab so it will leave a dent even if they stay in. Ground + Dark stab is amazing to say the least, it hits every type for neutral without factoring abilitys. Scyther seems to be the only thing that resists it based on typing alone.

rapin spin screws over the opponets stratergy, without any entry hazards up their team just won't function. If they Switch in a ghost after their lead is defeated to stop the rapid spin they will eat a stab SE crunch.

~~~

Other options:

taunts not used because of the lack of any entry hazard moves. Same with encore, their lead switching out is not what collosoil wants, although encore + pursuit is just nasty combo.

U-turn is viable over fake out, rapid spin can break sashes anyway. U-turns use is obvouis, to hit hard with base 122 attack and bring in a counter.

you can use leftovers if you want to spam rapid spin all day, i wouldn't though.

~~~

252 attack evs is a must, defensively you can do whatever you feel like, i would recommend staying away from hp investment because of life orb recoil.

Rebound only works on the switch-in, just so you know. Also, I have tested this, and from my experience, its not that effective. Syclant kills you, because as far as I remember, you don't KO with Fake Out + Crunch (and it can use Ice Shard first turn anyway...), Pyroak sleeps you, sets up SR, and then Wood Hammers you till you die (one time, iirc), Metagross I'm pretty sure defeats you with Meteor Mash + Bullet Punch, Swampert defeats you with two Surfs, and iirc, you don't KO Stratagem with Fake Out + Crunch, so they can set up SR and Energy Ball / Earth Power/ Paleo Wave you before they die. Also, why would you Taunt Colossoil? I mean, he doesn't have any set-up moves, really...
NOTE: I was testing this with a set of 252 atk/ 252 speed

actually there's a mistake in the implementation that allows rebound to work one turn after being sent out, if used as a lead. it's v. cool. also metagross is taking 98-115 % from earthquake and even swampert gets hit for around 45 %.

i don't really see the need for fake out though. imo selfdestruct instead.

THE SINGING NARWHAL
Move 1: Mean Look
Move 2: Perish Song
Move 3: Moonlight
Move 4: Taunt
Item: Leftovers
Ability: Rebound
Nature: Bold
EVs: 252 HP/ 252 Def
The concept behind this set is very old - Perish Trapping. Just Mean Look, Perish Song, then Moonlight until the opponent dies. If you're facing Skarmory, use Taunt so it can't Whirlwind you away. This Pokemon is amazing at removing unwanted Skarmorys, Revanankhs, and Defensive Arghonauts, as you are not 2HKOed by any of their attacks. It is useful to know, however, that Mean Looking on the switch is the best way to go.

Second, my second favorite Colossoil ever - THE SCREECHING NARWHAL
Move 1: Screech
Move 2: Sucker Punch/Crunch/Pursuit
Move 3: Earthquake
Move 4: Selfdestruct
Item: Life Orb
Ability: Guts
Nature: Adamant/Jolly
EVs: 252 Attack/252 Speed.
This set is to be played very simply. Switch into something you can force out. Screech the switch-in. Kill the switch-in. Repeat. Seriously, this set KOs any Pokemon at -2. Sucker Punch kills frail attackers, Earthquake kills most walls, and Selfdestruct kills Skarmory. This set tends to lure in Skarmories, so be sure to pair it with something that can take advantage of a lack of Skarmory, like Tyranitar.

Well, if you Mean Look, you will always beat pHazers, while if you Perish Song, they will phaze you, as you must use Mean Look if you don't want them to run away. It also makes this set work on people who have faced it before, as, if you Perish Song, they will run away.

you might want to run 252 def / 252 sdef though because it lets you beat some stuff like calm mind suicune

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Well, the CAP stall I've faced usually are more physical (think Arghonaut and Revanankh), so I like the current EV spread, although if CM Cune becomes more widespread, I probably will change the spread.

And, since I don't wanna double post... two more sets! These sets are wall breakers, and they focus on taking a CAP's weaker offensive stat, and boosting it. So, without further ado - DANCING GEMS
Move 1: Swords Dance
Move 2: Aerial Ace / Zen Headbutt
Move 3: Flamethrower/Earthquake
Move 4: Head Smash/Explosion
Item: Life Orb
Ability: Technician
Nature: Adamant
EVs: 252 Atk/ 252 Speed
So, this set, as mentioned above, is a wall breaker. This set works by bluffing an ordinary Stratagem set, and then SDing up on a predicted switch. The switch-in will almost always be Blissey, or Revanankh. After a SD, you KO Revanankh with Aerial Ace, assuming SR is up, and you KO blissey with Head Smash, although you will die. You KO Skarmory with Flamethrower, and, if you decide to run Explosion, you kill Arghonaut without a boost. If played correctly against a stall team, at least one of their walls should die. If you really want to run Levitate, Zen Headbutt also works, although you need a layer of Spikes to guarantee the kill on Rev, iirc.

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This is a sweeper for those who like the bug type. The STAB move, Fury Cutter, doesn't seem like much of a STAB move, but on the second turn of using it, the power nearly triples as it does for each turn, without the aid of swords dance. Double Hit is a good move because it counts as 2 separate attacks in one turn, for either about 120 or 140 power each turn. either way, its a good move to have. Now for bullet punch and night slash. If you want to have a fast hit, go for bullet punch (this is where I would go). For a bit of extra power, go for night slash, but there may be no difference, so I'd go with bullet punch if it weren't for ghost type coverage (only if needed).

after three uses, it's still not as powerful as an unboosted x-scissor. after four uses, it's still weaker than a life orb technician bug bite.

since we're not switching moves at all here (or else the metronome is reset), let's compare this to just using a choice band bug bite five times.

60 * 1.5 * 1.5 = 135.
135 * 5 = 675.

you do loads more damage over five turns by just spamming choice band bug bite than with your metronome fury cutter. it's also obviously more reliable - you're basically never, ever, ever going to have scizor in for more than five turns at a time.

Is Claydol a viable spinner in CAP? It takes nothing from spikes or toxic spikes, resists stealth rock, and its stabs hit the two main spin blockers (as well as gengar if it matters) for super effective damage.

Claydol also outspeeds Revenankh, so unless Rev gets very lucky with shed skins and a lack of crits and SpD drops along with low damage rolls, Claydol can at least accomplish not being set-up bait for bulk up Rev. Onto the defensive calcs.

What makes Claydol not outclassed: Generally, Fidgit or Soil do spinning better, as they either hit harder (Soil) or have much better support options (Fidgit), and they're both bulkier. However, Claydol has a few points in its favor that might make it viable.

Claydol isn't damaged by spikes, which is probably the biggest reason to use it. If it switches in on an EQ then rocks + lefties set it back to neutral. Spikes can wear down Fidgit if it lacks wish, which severely limits its support options. Similarly, Soil still takes damage from spikes and toxic spikes (though Guts could turn toxic spikes into an advantage).

Claydol can use Stealth Rock, which is a big advantage over Colossoil for obvious reasons.

It doesn't care about burns that Rebound Soil could potentially recieve after it's switched in.

So yeah, that's pretty much what claydol does. Comments/discussion/ect.

imo claydol is viable in standard, but that's beside the point. i don't think i would ever use him in cap when you have fidgit and colossoil to choose from, and i really hate that he's total set-up bait for gyarados and pyroak.

The idea here is to pair up with togekiss to pass subs and recieve nasty plots (how fitting). Substitue is a safe move considering it's speed and Voodoom can create many switches with volt absorb. Baton Passing a sub really helps out togekiss get a nasty plot up, you can keep passing until you wear down it's counters between the two of them. Wish support from togekiss is nice. A lum berry on togkiss can be used over leftovers as people will often try to paralyze/toxic togekiss to stop the baton pass. I'm not going to post a togekiss set because there are so many viable options to use and i'm not really sure what is the best yet. As for running only two attacks on voodoom, it's fine. One of the reasons for the sub is instead of guessing if they will stay in or switch, you sub and then choose the move they don't resist. He really doesn't have anything better to do anyway with his limited attacking movepool anyway (sub/split with 2 attacks has been the standout set so far).

-Metagross : 2KOed by Thunderbolt and can take EQ + BP.
-Scyclant : RUN AWAY.
-Pyroak : Often 2KO by Hydropump + Draco Meteor. You can also anticipate Sleep Powder and do massive damages with DM.
-Strategem : 2KOed by TBolt + Vacuum Wave
-Fidgit : Can be OHKOed by Hydropump. At least, you can kill him with Vacuum Wave. You take easily Earth Power.
-Azelf : Even the Dual Screen suffers from Draco Meteor (he takes 50% after Light Screen). The others are easily dealed with DM + Vacuum Wave.
-Togekiss : Thunderbolt + Vacuum Wave and say goodbye.
-Aerodactyl : Laugh and kill him with T-Bolt + Vacuum Wave.
-Tyranitar : I don't know what sorts of TTar are played in lead in CAP, but the Scarf is 2KO by Hydropump+Vacuum Wave, but the "defensive lead" survives.
-Gliscor : OHKOed by Hydropump.
-Kitsunoh : 2KOed by T-Bolt, but he can do what he wants.
-Infernape : 2KOed by T-Bolt + Vacuum Wave.
-Machamp : Laugh, and kill him with 2 T-Bolts. With Shield Dust, Cyclohm ignores the confusion.
-Smeargle : He can make you sleep, but with Vacuum Wave, you put a serious dent in this coward.
-Swampert : Suffers from Hydropump + Draco Meteor.

After the first turn, he stays a serious special threat, with his powerful STABS Draco Meteor and T-Bolt, and a nice revenge-killer.

I use it as a lead and use Magic Coat to block back any Taunt, SR and whatnot. Trick also works nicely here to steal any useful items from the opponent and poison them. I have Frisk so I can see the item and judge its effectiveness. Super Fang cuts HP to half and makes poison's job a bit easier. since it's Steel, poison has no effect and they have no idea what's in store. WoW works good for any strong physical threat. Runs circles around most set-up leads.

There's no reason this thread shouldn't be revived, save it needs a little cleanup on the back end. Yeah it's Necromancy, but it highlights some of the assumptions in the past, heh. It's a good window back into 4th Gen.

From the depths of RU, it makes itself a great niche in the CAP metagame as a set-up scout against Necturna. With both its STAB moves rendered nigh-useless, Necturna is always forced to either use its sketched move or flee when this switches in. It also absorbs Necturna's Toxic Spikes and substitutes its own, and, to add even more insult to injury, can deal a fair amount of damage to Necturna on the switch with Pursuit. As a reliable Toxic Spiker and counter, it will do well as long as Necturna remains in use.

From the depths of RU, it makes itself a great niche in the CAP metagame as a set-up scout against Necturna. With both its STAB moves rendered nigh-useless, Necturna is always forced to either use its sketched move or flee when this switches in. It also absorbs Necturna's Toxic Spikes and substitutes its own, and, to add even more insult to injury, can deal a fair amount of damage to Necturna on the switch with Pursuit. As a reliable Toxic Spiker and counter, it will do well as long as Necturna remains in use.

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Could you explain the EVs a little? Most Necturna are physical attackers, whereas this Drapion maxes Special Defense. I get it has Dark STAB for Necturna, but why does it have Earthquake? Base 90 Atk uninvested is not very powerful. Not to mention if Necturna burns you with Sacred Fire, Drapion is almost useless.

Could you explain the EVs a little? Most Necturna are physical attackers, whereas this Drapion maxes Special Defense. I get it has Dark STAB for Necturna, but why does it have Earthquake? Base 90 Atk uninvested is not very powerful. Not to mention if Necturna burns you with Sacred Fire, Drapion is almost useless.

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The EVs and Earthquake are just to cover the bases. Although Necturna is very common nowadays, I won't always be facing it (or I'll be facing a rare special Necturna), and Drapion needs to augment its low special defense to survive as a reliable Toxic Spiker. Earthquake deals somewhat with Steel and Poison pokemon that switch in to stop the Toxic Spikes.

You could easily add more attack and/or defense (or speed, but the 144 EVs needed to always outrun neutral Necturna are pretty straining defensively) to the EV spread to deal with Necturna or be a greater physical threat, but I personally went for more general survivability. If this is going to be the only Toxic Spikes user on my team, I need it to last against other things than just Necturna.

As for Sacred Fire, it hasn't really been a problem, as the primary point of the set is laying hazards; it can still get its 2 layers in. Admittedly, this set does do better against more defensive Necturna sets.